Spider-Man 2099

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Commander
3.5±0.5
Precon
Clear strategy at precon-level card quality. Taplands and basic ramp slow development.
Medium confidence222 pts
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve+8
Fast mana2
Mana rocks5
Other acceleration5
Draw engines4
Cantrips & burst draw6
Value engines9
Counterspells2
Spot removal3
Board wipes1
Protection2
Other1
Two-Color Mana Base (no fixing needed)+5
Mana Acceleration+3
Fetchlands2
Dual & shock lands3
Premium utility lands2
Utility lands3
Taplands2
Basic lands2
Combat Damage Synergy: 1 haste enabler, 1 damage multiplier+6
Win conditions2
Drain effects1
Token generators2
Other1

Bracket

2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Power level 3.5 → Bracket 2

0.5 above Bracket 1 ceiling (3)

1.5 below Bracket 3 threshold (5)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes7 total

No dominant themes detected. This deck may include draw, ramp, removal, and other value elements, but no single strategy is prominent enough to define it.
Impulse Draw18 cards

18 impulse draw effects. Exile and play cards from the top of your library.

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Voltron12 cards

12 equipment/auras. Stack these on your commander for one-shot commander damage kills.

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Legends Matter12 cards

12 legendary synergies. Your legends grow stronger together.

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Combos0 total

No combos detected

This deck wins through combat, value engines, or synergies rather than infinite combos. Checked against Commander Spellbook's database of 80,000+ documented combo variants.